Saturday, May 31, 2025

ANGUS THE BLACK (Danny Thomas)

 

ANGUS THE BLACK
medium humanoid (human), lawful evil
cleric (war domain) 3rd level; background: acolyte

AC: 14; HP: 24 (3D8+9); Initiative: -1; Senses: passive Perception 13; Speed: 30 ft.

STR: 14, DEX: 08, CON: 13, INT: 11, WIS: 17, CHA: 12

Saves: WIS +5, CHA +3; Skills: History +2, Insight +5, Intimidation +3 (advantage), Persuasion +3,  Religion +2; Feat: Magic Initiate (Cleric), Tough; Tool Proficiency: Calligrapher's Supplies; Weapon Proficiency: simple, martial; Armor Proficiency: heavy, shield; PB: +3.

TRAITS
Ebon Blade: Cursed. Must use longsword or unarmed strike ONLY. Advantage on CHA (Intimidation) checks.
Resourceful: Gains Heroic Inspiration when he completes a Long Rest.

ACTIONS
Ebon Blade (longsword): melee weapon attack (+4 to hit, reach 5 ft., one target. Hit: D10+2 slashing damage PLUS target has Disadvantage on its next attack roll before the start of your next turn)
Unarmed Strike: melee natural weapon (+4 to hit, reach 5 ft., one target. Hit: 3 HP bludgeoning damage)

MAGIC ACTIONS
Channel Divinity (2/Long Rest): Save DC13. He can choose from the following effects:
  • Divine Spark: He can point his Holy Symbol at another creature he can see within 30 ft. of himself. Roll D8+3. He can restore that number of HP to the creature or force it to make a CON save. On a failed save, the creature takes Necrotic or Radiant damage in that amount. On a succesful sacek it takes half as much damage (rounded down)
  • Turn Undead: He can present his Holy Symbol and censure undead creatures.Each undead of his choice within 30 ft. of him must make a WIS save. If they fails their save, they has the Frightened and Incapacitated conditions for 1 minute. For that duration, they must try to move as far away from him as possible. The effect ends early if the creature takes any damage, Angus is incapacitated or dies.
He can regain one expended use when he completes a Short Rest. He regains all expended uses when he completes a Long Rest.

BONUS ACTIONS
War Priest (3/Long Rest): He can make an additional attack.

REACTIONS
Guided Strike: When a creature within 30 ft. of him misses an attack roll, he can expend one use of his Channel Divinity and grant a +10 bonus to the result.

SPELLCASTING
Attribute: WIS; Spell DC: 13; Spell Attack: +5; Prepared Spells: 6.
Special (1/Long Rest): bane
Always Prepared: 1st - guiding bolt, shield of faith; 2nd - magic weapon, spiritual weapon
Cantrips (at will): light, thaumaturgy, toll the dead
1st level (4 slots): command, detect evil and good, detect magic, protection from evil and good
2nd level (2 slots): hold person, silence

DESIGN NOTES
Early on in his career (at first level), Angus was caught unarmed by a gang of ruffians intent on robbing and killing him, he called upon his devil-god Baalzebul for help. Miraculously enough, a fell hand burst forth from the ground with a black longsword in it. Angus took the sword and then defeated the gang. However, the sword is cursed. Mechanically, it is non-magical. However, it is cursed so that it is the only weapon he can use, teleporting itself into his hand whenever he attempts a weapon attack. I've given it a minor magic effect to reflect its fell origin and appearance; Advantage on CHA (Intimidation) rolls.

--LM

OBBINJAR (me)

 

OBBINJAR
medium humanoid (human), lawful evil
fighter (champion) 8th level; background: soldier

AC: 19; HD: 88 (8D10+40); Initiative: +2 (advantage); Senses: passive Perception 11; Speed: 30 ft.

STR: 23*, DEX: 14, CON: 18, INT: 10, WIS: 12, CHA: 08

Saves: STR +9*, CON +6; Skills: Animal Handling +4, Athletics +9* (advantage), History +3, Insight +4, Intimidation +2; Feats: Fighting Style (Defense), Great Weapon Master. Heavy Armor Master, Savage Attacker, Tough; CR: 5 (1,800 XP); Languages: 3- Gotic (Germanic), 2- Ynge (Middle English), 1- Infernal, Vulgate (Latin) ; PB: +3.

TRAITS
Action Surge (1/Short Rest): Take one additional action per turn, except for Magic Action.
Damage Reduction: Reduce bludgeoning, piercing, or slashing damage by 3 HP.
Hew: Immediately after he scores a Critical Hit with a melee weapon OR reduces a creature to 0 HP, he can make another attack with the same weapon.
Improved Critical Hit: 19-20 on D20 attack roll.
Resourceful: Gain Heroic Inspiration after Long Rest.
Savage Attacker:
Reroll damage dice.
Tactical Mind: When he fails an ability check, he can expend one use of your Second Wind to push yourself toward success. Rather than regaining HP, he can roll D10 and add the result to the ability check. If the check still fails, this use of Second Wind isn't expended.
Tactical Shift: Whenever he activates his Second Wind, he can move 15 ft. without provoking opportunity attacks.

ACTIONS

Multiattack: He may make up to two Berserker Greatsword attacks per turn.
Berserker Greatsword: melee magic weapon attack (+10 to hit, reach 5 ft., one target. Hit: 2D6+10 slashing damage OR 10 HP slashing damage if you miss)
Heavy Crossbow: ranged weapon attack - at disadvantage (+5 to hit, ranged 100/400 ft., one target. Hit: D10+2 piercing damage PLUS push target back 10 ft. if Large or smaller)
Lance: melee weapon attack - at disadvantage (+9 to hit, reach 10 ft., one target. Hit: D10+6 piercing damage PLUS target must make CON save 17 or be knocked prone)
Unarmed Strike: melee natural weapon (+9 to hit, reach 5 ft., one target. Hit: 7 HP bludgeoning damage)

BONUS ACTION
Second Wind (3/Short Rest): Regain D10+8 HP.
.

SIGNIFICANT ITEMS
Belt of Frost Giant Strength: Base STR 15. Replace with STR 23.
Berserker Greatsword: +1 to hit, when berserk grants 8 temporary HP, WIS save DC 15 to avoid berserk state.
Plate +1: grants +1 to AC.


DESCRIPTION
Obbinjar is very much the strong, silent type. He is a convert to the worship of Baalzebul and a member of his Satanic Order. He believes that Might Makes Right and that the Strong should rule over the Weak. He prefers to take the most direct action in conflict, but is not rash. He is a survivor and succeeds through his toughness and force of will.

DESIGN NOTES
In the original campaign, he started his career adventuring with Eric and Paladino the werewolf assassin. Eric died when they set fire to a town and Paladino from when they fought a band of goblins armed with silver weapons. But as always, Obbinjar survived and thrived.

In this world, they all live. Obbinjar is a Saxon warrior from a satanic order of knights, and leads an expeditionary force of those knights against the Kingdom of Falkirk on the island Albion. He is accompanied by his evil chaplain Angus the Black and his henchmen.

His name is an homage to our high-school social-sciences teacher and advisor to our Strategy & Tactics Club, Mr. Obmascher (who was definitely not evil!).

--LM

Friday, May 30, 2025

Project FALKIRK

 

PROJECT FALKIRK

We started out playing D&D when I was a freshman in HS, and my brother was in fifth grade. The year was 1979. My brother was our DM for the next four years, and he ran two D&D campaigns. The first was based around the city-state of Cuh, or maybe Cos. Towards the end of that campaign, he situated it on an island landmass not-too-dissimilar from Ireland. The second campaign, and our longest-running one, was an evil campaign set in a vaguely Anglo-Saxon world.

It's local lord was King Gary (hence the Gygax pictorial homage above). I'm lousy at creating maps, so I tend to work with what's already available. Say, like our planet Earth. So my Falkirk is based o a fairly skewed, Dark Age -themed, European milieu. I've renamed and moved around some location names to fit my own personal aesthetic. This is not without some literary precedent, though. It is my bespoke / homage campaign that harkens back to those HS days when we played D&D in the basement and populated with the Legacy characters we used to play. I've alredy done a fair amount of world-building for it.

So I'll be pushing through updates, sharing some of that content as I move forward o the project.

--LM

Rules Clarification: Heroic Inspiration

Heroic Inspiration

One interesting feature of the new Player's Handbook for D&D 2024 is how much of the core rules and changes are in its glossary. One key example of this were the changes made to Heroic Inspiration in the new edition.

I learned about the change reading the Arcane Eye blog, as I do from time to time. I had assumed it was the same. It isn't. But as with most changes in this edition, I thought it was improved.

PHB 2014
"If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll. Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration." (emphasis mine)

PHB 2024
"If you (a player character) have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll. If you gain Heroic Inspiration but already have it, it's lost unless you give it to a player who lacks it." (emphasis mine)

What this change does is move it from situational to consequential. Players should never again feel like they are wasting their Inspiration. Deciding to reroll the D20 after your roll is really impactful. Also, because it doesn't technically create Advantage, it can now be used in tandem with Advantage!

All of these changes encourage players to use their inspiration during normal gameplay, instead of holding on to that D20 for fear of wasting it. It's never wasted, and it helps to have at lest one or more players voided so that you can give them your earned inspiration. All good for their use, as far as I'm concerned.

--LM

Thursday, May 29, 2025

DM'S GUILD: RRAKKMA module

 

DDIA-MORD Rrakkma (5e)

I found this on DM's Guild yesterday and just had to buy it. If you are on D&D Beyond you will come across material they released as a limited extra. And you say "Cool!" and then click on it to find that it is no longer available for purchase.

It's such a cool idea! A third faction of Gith, -yankis and -zerais unified to battle their hereditary enemies, the Mindflayers, instead of each other. The players get to play mid- to high- level Githyanki and Githzerai. So good, that I'm going to run as an event for our Summer Reading Program. What I hope is that Wizards of the Coast will do more of this. I hate to see the waste of great materials becoming unavailable for whatever commercial reasons for the very players that sustain the hobby and the industry. Bravo WOTC!  And. We. Want. More! --LM

Wednesday, May 28, 2025

Languages of Greyhawk: COMMON Language Family

 

COMMON Language Family
(Real World Inspiration: presumably Modern English and related languages)

Common: Hybrid language. Often called the "Over-King's Common Tongue." While centuries old, it is still the newest language spoken in Flanaess. Trade tongue of Flanaess.
Middle Common: Parent language to modern Common. Itself an admixture of Old Oeridian and Ancient Baklunish.
Nyrondese: Dialect with High Oeridian influences. Spoken mostly by insular peasants and trade folk around Nyrond. Believed to be used due to mistrust of non-Nyrondese peoples.
Slangs: Varous cants, argot and jargon -- such as Thieves', Beggar's, and Assassin's cants and the Guild jargons of Greyhawk are based on Common.

SCRIPTS
Common Alphabet: Default alphabet.
Pictographic: Pictographs and Icons correlating to words or phrases in Common. Designed to facilitate, commerce and diplomacy. Not likely to fund many things beyond the practical -- such as poetry, medical treatises or technical treatises -- written in it.

--CKW

Rules: Knowing a language from within the same family group can, depending how closely related they are, grant comparative proficiency or rudimentary knowledge of the related languages.

--LM

Rogues Gallery: Gormadoc (Greg Fleming)

 

Gormadoc
small humanoid (halfling), neutral
rogue (thief) 5th level; background: farmer

AC: 15; HP: 53 (5D8+25); Initiative; +3; Senses: passive Perception 13; Speed: 30 ft., climb 30 ft.

STR: 12, DEX: 17, CON: 16, INT: 09, WIS; 11, CHA: 10

Saves: DEX +6, INT +2; Skills: Animal Handling +3, Insight +3, Investigate +2, Nature +2, Perception +3, Sleight of Hand +9, Stealth +9; Feats: Chef, Tough; Tool Proficiency: Carpenter's Tools, Thieves' Tools; Weapon Proficiency: simple, martial weapons with the light or finesse properties; Armor Proficiency: Light; Languages: Common, Halfling, Sign, Thieves' Cant; CR: 1/2 (100 XP); PB: +3.


TRAITS
Brave: Advantage on saves made to avoid or end the frightened condition.
Cunning Strike: When he deals Sneak Attack damage, he can reduce the damage dealt by one D6 in order to add the following effects: Poison, Trip, or Withdraw. Save DC is 14. [See PHB 2024]
Jump: Use DEX instead of STR to determine distance.
Luck: When you roll a 1 on a D20 check, you can reroll the die, but you must keep the new result.
Naturally Stealthy: He can take the Hide action even when he is obscured only by a creature that is at least one size larger than him.
Nimble: He can move through the space of any creature that is larger than he is, but he can't stop in the same space.
Sneak Attack: Once per turn, he can deal an extra 3D6 damage to one creature you hit with an attack roll if you have Advantage on that roll and the attack uses a finesse or ranged weapon. He doesn't need Advantage on the attack roll if at least one of his allies is within 5 ft. of the target and isn't incapacitated and Gormadoc doesn't have Disadvantage on the attack himself.

STANDARD ACTIONS
Multiattack: He can make up to two attacks per turn, one each with shortsword and dagger.
Shortsword +3: melee magic weapon attack (+9 to hit, reach 5 ft., one target. Hit: D6+9 piercing damage PLUS Advantage on your next attack against the same creature until the end of your next turn)
Dagger: melee OR ranged weapon attack (+6 to hit, reach 5 ft., one target. Hit: D4 piercing damage)

BONUS ACTION
Cunning Action: Take one of the following actions: Dash, Disengage, or Hide.
Fast Hands: He can take one of the following actions: Sleight of Hand OR Use an Object.
Steady Aim: Advantage on his next attack roll on the current turn. He can use this feature only if he hasn't moved during his turn and afterwards his Speed remains at 0 ft. until the end of his current turn.

REACTION
Uncanny Dodge: When an attacker he can see hits him with an attack roll, he can half the attack's damage against him (round down).

POSSESSIONS
burglar's pack, carpenter's tools, dagger x2, healer's kit, iron pot, quiver of arrows x20, shortbow, shortsword, shovel, thieves' tools, traveler's clothes
Coinage: 38 GP.

SIGNIFICANT ITEMS
Leather Armor +2, Shortsword +3

DESCRIPTION
Gormadoc is a freelance thief of non-descript appearance. He is cautious about making friends and talks little, as he doesn't want to draw the attention of the local Thieves' Guild. He absolutely prefers the company of other Halflings, whether adventuring or not. When adventuring, he will always avoid directly engaging in melee, if at all possible. His present ambition is to see (and possibly buy) an elephant. If news comes to him of such a chance, he will track down the clues to their ultimate conclusion.

--CKW

DESIGN NOTES
Gormadoc is the typical Halfling character for the period. A hobbit of the Tolkien persuasion, an admixture of Frodo / Samwise. Nothing too remarkable here.

--LM

Tuesday, May 27, 2025

Pregens for Obojima: MIZU

 

MIZU 
medium humanoid (human), lawful good
paladin (oath of the river) 3rd level; background: guide

AC: 17; HP: 30 (3d10+12); Initiative: +1; 
Senses: passive Perception 13; Speed: 30 ft.

STR: 15, DEX: 12, CON: 14, INT: 08, WIS: 12, CHA: 14

Saves:  WIS +3, CHA +4; Skills: Athletics +4, Insight +3, Perception +3,  Stealth +3, Survival +3; Feats: Fighting Style (Blessed Warrior), Magic Initiate (Druid), Tough; Tool Proficiency: Cartographer's Tools; Weapon Proficiency: simple, martial; Armor Proficiency: heavy, shield; Languages: Common (Ippan), Elvish, Spirit Folk (Torum); PB: +2.

TRAITS
Channel Divinity (2/Long Rest): You can Channel Divinity, using it to fuel magical effect. You regain one of its expended uses when you finish a Short Rest. You regain all expended uses when you finish a Long Rest. Use your Spell DC.
Resourceful: Gain Heroic Inspiration when you complete a Long Rest.

ACTIONS
Longsword: melee weapon attack (+5 to hit, reach 5 ft., one target. Hit: D10+3 slashing damage PLUS target has Disadvantage on its next attack roll before the start of your next turn)
Shortbow: ranged weapon attack (+3 to hit, range 80/320 ft., one target. Hit: D6 piercing damage PLUS Advantage on your next attack against the target before the end of your next turn)

MAGIC ACTIONS
Rushing Rapids: As an action, you can cause a forceful wave of water to erupt outward in a 20-ft. radius centered around you. Each Large or smaller creature of your choice in the area must succeed on a STR save DC12 or be pushed 5 ft. outside of it.

BONUS ACTIONS
Blessed Pool: You can expend one use of Channel Divinity to encourage your allies and heal them. Choose up to four creatures that you can see within of you. Each creature regains 2D6 HP.

Divine Sense: You can expend one use of Channel Divinity to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you are incapacitated, you know the location of any of those types within 60 ft. of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, similar in use as with the hallow spell.
Lay Hands (15 HP/Long Rest): Self or creature by touch. Spend HP to heal creature. Can also spend 5 HP from the pool to remove the Poisoned condition. These points can't also be spent to restore HP.

SPELLCASTING
Attribute: CHA; Spell DC: 12; Spell Attack: +2; Prepared Spells: 4.
Always Available (1/Long Rest): divine smite, speak with animals
Cantrips (at will): druidcraft, elementalism, light, word of radiance
1st Level (3 slots): bless, cure wounds, detect magic, heroic, protection from evil and good, whelm weapon

POSSESSIONS
bedroll, cartographers tools, chain mail, longsword, priest's pack, quiver of arrows x20, tent, traveler's clothes
Coinage: 12 GP.

OATH OF THE RIVER
The River Flows On: Forgiveness can be as sharp as any blade.
The River Quenches or Drowns: Judgment is reserved for those truly deserving it.
The River Rages: If I must battle, I will fight with all my passion and strength.
The River Seeks the Sea Always: I will not abandon my duty, especially when others are counting on me.

PSYCHOLOGY    
Personality: Optimistic and cheerful.
Ideals: I am honest and true. I always keep my word, once given.
Bonds: I defend my friends and protect the innocent.
Flaws: I can sometimes be too trusting, taking what is said at face value.

--LM

Pre-Gen for Obojima: HITSUI

 


HITSUI

medium humanoid (dara), neutral
monk (sheep dragon shepherd) 3rd level 

background: acolyte


AC: 15; HP: 21 (3D8+3); Initiative: +2; Senses: passive Perception 15; Speed: 40 ft.


STR: 10, DEX: 14, CON: 12, INT: 10, WIS: 16, CHA: 13


Saves: STR +2, DEX +4; Skills: Acrobatics +4, Insight +5, Nature +2, Perception +5, Persuasion +3, Religion +2, Stealth +4; Feat: Magic Initiate (Cleric); Tool Proficiency: calligrapher’s supplies; Languages: Common, Spirit Folk (Torun); PB: +2


TRAITS
Martial Arts: Use DEX instead of STR to determine your Save DC for grapple or shove attacks.

Uncanny Metabolism (1/Long Rest): When you roll Initiative, you regain all of your expended Focus Points. When you do so, regain HP equal to D6 + your Monk level.


ACTIONS
Quarterstaff: melee weapon attack (+2 to hit, reach 5 ft., one target. Hit: D6 OR D8 bludgeoning damage)
Dagger: melee OR ranged attack (+4 to hit, reach 5 ft. OR ranged 20/60 ft., one target. Hit: D4 piercing damage)


BONUS ACTIONS
Unarmed Strike: melee natural attack (+4 to hit, reach 5 ft., one target. Hit: D6+2 bludgeoning damage)

Herding Sheep: You can expend 1 or more Focus Points to cause a willing creature that you can see within 60 ft. of you to move it closer or farther from you. This movement doesn’t provoke opportunity attacks. If the creature moves toward you, move it up to 15 ft. per Focus Point spent. If it moves farther from you, move it up to 10 ft. per Focus Point spent.

Monk’s Focus (3/Short Rest): Your focus and martial training allow you to harness the extraordinary energy within yourself to activate the following special abilities:


Flurry of Blows: Costs 1 Focus Point. Make two Unarmed Strikes.

Patient Defense: Take the Disengage Action or spend 1 Focus Point to take both the Disengage and Dodge actions.

Step of the Wind: Take the Dash action. Alternatively, you can spend 1 Focus Point to take both the Disengage and Dash actions, and your Jump distance is doubled for the turn.


Your Save DC is 13.

REACTIONS
Deflect Blows: When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, reduce the attack’s total damage by D10 + DEX modifier + Monk level. If you reduce damage to 0 HP, you can expend 1 Focus Point to redirect some of the attack’s force. If you do so, choose a creature you can see within 5 ft. of yourself if the attack was melee or a creature you can see within 60 ft. of yourself that isn’t behind Total Cover if the attack was ranged. The creature must make a DEX save or take damage equal to two rolls of your Martial Arts die + your DEX modifier. The damage is the same type as the original attack.

MAGIC ACTIONS
Create Talismans (1/Long Rest): Create a magical paper talisman, which can bestow unique abilities to any creature in possession of it. Talismans last for 1 hour or until activated. When you create one, choose one of the following forms for it:

  • unchecked

    Sun Talisman: Use bonus action to activate, granting the benefit of the Disengage or Dash actions.

  • unchecked

    Earth Talisman: When reduced to 0 HP but not killed outright, creature drops to 1 HP instead.

  • unchecked

    Knowledge Talisman: When they make an ability check, they can activate this talisman, rolling D6 and adding the result to the check. This can be before or after the ability check is made.

  • unchecked

    Moon Talisman: Can be placed on any weapon as an action. The next time the weapon successfully hits a target, the talisman activates, dealing an extra 3 HP damage.

Sacred Revelation: You possess an innate gift allowing you to perceive and absorb information from the peculiar glyphs strewn across the island. You can touch and absorb any information stored inside one of them.

SPELLCASTING
Attribute: WIS; Spell DC: 13; Spell Attack: +5
Always Prepared (1/Long Rest): cure wounds
Cantrips (at will): sacred flame, spare the dying


POSSESSIONS
Equipment: book of prayers, calligrapher’s supplies, holy symbol, parchment sheets x10, robe
Coinage: 8 GP


PSYCHOLOGY    

Personality: Always speaks of himself in the third person, using “it” as its pronoun.

Ideals: It learns and grows through adventure and travel.

Bonds: It treats everyone with heavenly compassion, even its enemies.

Flaws: It loves to eat, drink and play in excess.

Review: Obojima

 

OBOJIMA
Rating: 💥💥💥💥 I like it!

Obojima is a new D&D setting based on the Studio Ghibli and Zelda -type aesthetic. It takes place on a mysteriously abandoned island that once in its ancient days was like our 1980s.

The tone is light and cheery, a departure from the grimdark feel of a lot of settings being put out now. Each class has its own whimsical subtype: e.g, Barbarian (Belly Brewer), Bard (College of Masks), Warlock (The Lantern), Wizard (Origami Mage), etc. The content is 2014, but easily updated to 2024. Three mini-adventures are included with it.

I'm going to run it for Summer Reading, and  plan on playtesting the scenario I'll be running with my online gaming group during June. Hence all the pre-gens I'm creating for it right now.

RATING: I LIKE IT!
💥💥💥💥

--LM

Monday, May 26, 2025

Pre-Gen for Obojima: MATSOKU

 


MATSUOKO

Medium humanoid (human), chaotic neutral
Bard (college of masks) 3rd level; background: charlatan


AC: 13; HD: 24 (3D8+6); Initiative: +2; Senses: passive Perception 10; Speed: 30 ft.


STR: 08, DEX: 14, CON: 14, INT: 13, WIS: 10, CHA: 17


Saves: DEX +4, CHA +6; Skills: Acrobatics +4, Deception +5, Intimidation +5, Performance +5, Sleight of Hand +5, Stealth +5; Feats: Musician, Vocalist Arcanist; Tool Proficiency: Musical Instrument (drum, flute, lute, tambourine); Weapon Proficiency: simple, Armor Proficiency: light; Language: Common; PB: +2.


TRAITS
Encouraging Song: As part of your Short Rest, you can play a song on a musical instrument with which you have proficiency and give Heroic Inspiration to up to two allies who hear your song.

Jack of All Trades: You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and doesn’t otherwise use your Proficiency Bonus.

Resourceful: Gain Heroic Inspiration after Long Rest.

Vocalist Arcanist (3/Long Rest): When you cast a spell that forces a target to make a save or requires you to make a spell attack roll, you can choose to enhance the spell through song. You can wait until after you roll the D20 before deciding to use this, but you must decide before the DM says whether the roll succeeds or fails. When you do so, make a CHA (Performance) check. The DC for this check is equal to 10 + the spell’s level. On a success, your proficiency bonus is doubled for the spell attack roll or your save DC for that casting of the spell.


ACTIONS

Dagger: melee OR ranged attack (+4 to hit, reach 5 ft., one target. Hit: D4+3 piercing damage)
Fan: melee weapon attack (+4 to hit, reach 5 ft., one target. Hit: D4+3 slashing damage)

Unarmed Strike: melee natural attack (+1 to hit, reach 5 ft., one target. Hit: 1 HP bludgeoning damage)


BONUS ACTIONS
Bardic Inspiration (3D6/Long Rest): You can grant an ally one of your Bardic Inspiration dice. Once within the next hour, if they fail a D20 check, they can roll it and add the result to the check.

Light Weapon: You can attack with your other light weapon. Omit your DEX bonus to damage.
Tools of Performance: You can put on one of your two magical masks and benefit from their magical aura:


  • unchecked

    Fish: While wearing this mask, you gain the ability to breathe underwater and gain a swim speed of 30 ft. Additionally, you know the water bullet and whelm weapon spells. SEE Obojima for spell details.

  • unchecked

    Old Man: While wearing this mask, you can cast detect magic and identify at will, without expending a spell slot or material components.


REACTIONS
Fan: When you are hit by a ranged weapon, reduce damage by 2 HP.


SPELLCASTING
Attribute: CHA; Spell DC: 13; Spell Attack: +5; Prepared Spells: 6
Cantrips (at will): prestidigitation, vicious mockery
1st level (4 slots): comprehend languages, faerie fire, dissonant whispers, Tasha’s hideous laughter
2nd level (2 slots): invisibility, suggestion


POSSESSIONS
Equipment: costumes x2, daggers x2, entertainer’s pack, leather armor, mirror, musical instruments, perfume, traveler’s clothes
Coinage: 30 GP


PSYCHOLOGY

Personality: Every new disguise or identity is a new life.

Ideals: Secrets are meant to be kept and should be revealed only as a last resort.

Bonds: I'm slow to trust anyone, and my trust can only be earned.

Flaws: Too used to lying and telling stories to tell the truth easily.